/*
 * File: anstis.vert
 */

/* Constants that we need 2*pi: */
const float twopi = 6.2831853072;

/* Conversion factor from degrees to radians: */
const float deg2rad = 3.141592654 / 180.0;

/* Attributes passed from Screen(): See the ProceduralShadingAPI.m file for infos: */
attribute vec4 modulateColor;
attribute vec4 auxParameters0;

/* Information passed to the fragment shader: Attributes and precalculated per patch constants: */
varying vec3 baseColor;
varying float alpha;
varying float phase;
varying float frequency;
varying float contrast;
varying float sigma;

void main()
{
    /* Apply standard geometric transformations to patch: */
    gl_Position = ftransform();

    /* Don't pass real texture coordinates, but ones corrected for hardware offsets (-0.5,0.5) */
    gl_TexCoord[0] = (gl_TextureMatrix[0] * gl_MultiTexCoord0) + vec4(-0.5, 0.5, 0.0, 0.0);

    /* Convert Phase from degrees to radians: */
    phase = deg2rad * auxParameters0[0];

    /* Precalc a couple of per-patch constant parameters: */
    frequency = auxParameters0[1] * twopi;

    /* Contrast value is stored in auxParameters0[2]: */
    contrast = auxParameters0[2];

    /* Sigma value is stored in auxParameters0[3]: */
    sigma = auxParameters0[3];

    /* base colour */
    baseColor = modulateColor.rgb;
    
    /* global alpha */
    alpha = modulateColor.a;
}